Artful Dodge

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dark Ascension (DKA) Common

Combos Browse all

Artful Dodge

Sorcery

Target creature is unblockable this turn.

Flashback {{U}} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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Artful Dodge Discussion

aigjpagoieahga on Cheap and Dirty (Mono G Infect)

4 weeks ago

Hi! A bit worried about blockers chumping/killing your peeps. I looked up trample/unblockable enchantments/instants/sorceries, and these are some ideas: /// For trample + pump, Predator's Strike looks nice for this deck, as does Larger Than Life /// Artful Dodge, Distortion Strike, and Writ of Passage give unblockable and recur. Writ of passage is especially nice as you can pump your peeps after you make them unblockable /// Vitality Charm is a strictly better unnatural predation, as far as I can tell. /// Talons of Wildwood is like a crappy rancor, but for a price you can recur it

lagotripha on For The Polis!!

1 month ago

I get that auras sound like a good idea, but they let a removal spell trade 2 cards for 1, which cripples midrange potential. You can do a great deal to overcome this- protection spells, combo tools and other methods of bypassing that weakness, but you need to plan and play around it.

Boggles uses hexproof, and it works by making it uninteractive. If you want a similar list to be viable with heroic, it needs to be heavy on interaction, with any enchantments resisting removal, because people are already used to fighting through boggles despite all their removal being blank.

If you're looking at making a semi-competitive heroic deck, I'd look at cards like Banishing Knack, Apostle's Blessing, Cerulean Wisps, Artful Dodge, Dive Down. I'd also look at adding a top end to the deck-Dismiss into Dream's cmc is far too high, and Cowardice doesn't play nice with heroic, but something to make all those targeted spells more efective as a disruption package would work wonders.

The only major card that has been printed since I last looked at it that might make it viable is Shapers' Sanctuary for a G/W or G/U/W list, as refilling your hand when you get 2-for 1'd seems ok, and the enchantment type can be relevant. Being in Rancor colours is nice too.

Best of luck, and I hope you come up with a list that works well.

pedroolavo22 on Competitive Modern Izzet

1 month ago

reaaaally well rounded deck, I’d only swap the 4 schocks for maybe something like Artful Dodge. How are you doing with it? winning more than loosing? any competitive experiences? +1

xyr0s on UR Nivmagus Instants

1 month ago

Since this is an aggressive deck, 6 counterspells mainboard are way too much. Just a couple of Spell Pierces should do. Or, a lot better actually, Remand - since you can cast a spell, remand it to your own hand, and cast it again (that's 3 triggers for Kiln Fiend + the resolved spell). Just in case your opponent doesn't play anything you want to remand. Young Pyromancer also likes some extra castings.

And to cast more spells in a short amount of time, you should consider spells that are free, cast more than once, or can be copied (like Gigadrowse) - although they still should be useful on their own. Distortion Strike, Artful Dodge, Slaughter Pact (and other pacts), and Manamorphose are good examples. Avoid cards like Magma Jet - too much mana for too little impact.

Lands could do with a bit of an upgrade. Sulfur Falls and Spirebluff Canal would both make your mana a lot more stable, and you could add a Wandering Fumarole for games that go long.

Stanleyman on

1 month ago

Tenhle balicek mam moc rad. Je urceny hlavne na takove to hospodske nebo domaci hrani .Dokaze udelit strasnou spostu damage uz v prvnich par kolech hry. Idealni je hrat v prvnim kole Monastery Swiftspear a hned zautocit.V dalsim kole zahrat Kiln Fiend . A pak s nim utocit a ten utok podporit kartami jako Artful Dodge cimz se stane neblokovatelnym 4/2 a s Temur Battle Rage je to pak uz 7/2 double strike s tramplem a za 2 zivoty zahrany Mutagenic Growth z nej udela nezastavitelnou obludnost 12/4 double strike,trample . Jako zalozni plan funguje Fling. Young Pyromancer bude vytvaret peknou radku tokenu kteri nam poslouzi hlavne jako blockeri. V pozdejsi fazi hry ocenime Bedlam Reveler ktery nam poskytne karetni vyhodu. Lightning Bolt tu funguje jako removal a hlavne odstranovac blockeru. Ostani kouzla jako Opt Serum Visions Manamorphose tu jsou jako proliz a aktivator Prowess u nasich potvurek.

Balicek lze urychlit vylepsenim manabase ktera je tu hodne budget a doplnenim treba o kartu Thing in the Ice  Flip , oblibeny je i Enigma Drake

Nevim si moc rady se sideboardem ,ale urcite v nem musi byt Izzet Staticaster ktery dokaze potrapit spoustu decku jako jsou elfove, zombie, tokeny atd...

Funkydiscogod on Combos and Infinite Combos

1 month ago

I think your best bet for budget combo kill on turn 2, 3, or 4, will be infect-style decks, that seek to attack with one critter, and pump it up.

Some combination of Kiln Fiend, Nivix Cyclops, Blistercoil Weird, Stormchaser Mage are your threats. Back in Rise of Eldrazi standard, I had some success with Surrakar Spellblade, but this is probably too slow for modern.

When you attack, you pump your critters with Assault Strobe, Temur Battle Rage, Mutagenic Growth, Tainted Strike, Not of This World, Artful Dodge or whatever other instants and sorceries you can find that gives double strike, hexproof, and make the critter unblockable.

Icbrgr on Howling Mine + Mind Funeral

2 months ago

... however now that I think about it maybe Mindcrank with a late game Artful Dodge could also work!

KailDaemon on Yuriko Ninja, Go Ninja, GO!

2 months ago

Also..I think the counterspells can be reworked and the baral cut. This being an aggressive deck that wants creatures every turn and mana up to cast the big time walks and what not make the counterspells awkward. I feel you should run either 5-7 cheap or free counterspells or focus more on your creature count. Since you're lacking the green for the green pump spells like beastmasters, triumph and just the solid 1 cmc green creatures that edric has I feel more powerful threats are necessary to help with the ebb and flow. Black gives you access to better mass hate and recovery that green doesnt have.

I think Skullsnatcher has a good home here to help combat hulk type decks that use reanimation to help combo off as well as it being a ninja, as well as adding in Faerie Macabre for said same reasons. Redundancy yea. Also I think cards like Slip Through Space, Artful Dodge, and just more cheap evasive creatures will help powerthrough utilizing ninjitsu better since a good chunk of your creatures and your commander can abusive that mechanic.

Sensei's Divining Top is just good in this deck

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